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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by blackhole89
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blackhole89

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Posted on 04-07-05 06:43 PM, in A hack and a lesson... Link
- Non-fitting graphics (i.e. inserting the SMW cement blocks (which have transparent edges) amidst a ledge)
- Random pallette changes
- Empty message box
- Level names not changed (whilst the levels themselves contain something entirely different, i.e. a castle called DONUT PLAINS 1)
- Inserting new sprite graphics, but not covering both walking animation frames (like orynider's famous monty mole replacements who changed into an entirely different sprite every other frame)
- Overusage of SMAS graphics
- changing the title screel level, but not modifying the movement data
- making Mario die in the title level movement animation
- bad usage of music (like the Bowser battle theme in one of the first levels of Rob-omb's quest *dislikes*)
blackhole89

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Posted on 04-07-05 11:25 PM, in Does Overworld Use ASM ? Link
Pascal? Logo? Oh please. Neither of them is realistic.
If any higher language was used for it, it was C. And still, 99% of the SNES games out there were coded in Assembly, which is nothing more than transscripted machine code, so the SNES does use it, in some way.
blackhole89

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Posted on 04-08-05 04:02 PM, in SUPER EЯЯOЯ WORLD - Screenshots Link
What filter did you use for this screenshots (and what emulator)? It looks like SuperEagle (although the colour rastering glitches look more like 2xSaI, for me), but the resolution seems far beyond what any emulator-internal implementation I know of supports.
blackhole89

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Posted on 04-08-05 08:12 PM, in Very bad news... Link
Ouch.
What exactly happened to your PC? If you just garbaged the partition table (like my windows did when I tried to delete an inaccessible linux partition through the control panel) I could give you a tool that restores it, otherwise... I dunno.
blackhole89

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Posted on 04-08-05 10:06 PM, in Like flash movies about the OS-tans? Link
lol

I didn't understand most of the text (the japanese of it, to be exact), but from the looks of it (and with a little bit of fantasy ... no, Kitten Yiffer, not that kind of fantasy ...) it seems to be quite funny. (ME = Miserable Edition)
My favourite still was that spongebob-like thingy that stands for 98 SE... and the 2k one sorta reminded me of my Latin teacher
blackhole89

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Posted on 04-08-05 10:13 PM, in The Hitchhiker's Guide to the Galaxy has this to say about movie trailers. Link
Is there also a chance to see this trailer in higher resolution? I mean, it looked ok, but that just was too few px for 1280x1024...

I read four out of five books in German some years ago (three or four of them, probably), the one I read in English was "So long, and thanks for all the fish"... and I liked it. Although the fifth book was sorts of disappointing for me
blackhole89

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Posted on 04-08-05 11:03 PM, in SUPER EЯЯOЯ WORLD - Screenshots Link
One more thing you should add... Ledges that are on the bottommost tile row of the screen, thus making only the topmost pixel row of them visible.
blackhole89

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Posted on 04-08-05 11:11 PM, in Searching forums. Link
Use Google.

Test. Search for "Mushroom" on the forums.


It's basically about adding the phrase "site:board.acmlm.org" to your queries, i.e. entering "Mushroom site:board.acmlm.org" into the query input box if you want to search for "Mushroom".

Google's spiders have been doing a good job for this board, so I don't see a reason why not to use it.
blackhole89

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Posted on 04-08-05 11:48 PM, in Searching forums. Link
I have coded something in PHP that should simplify the process a little.
Just look at the bottom of my post layout.

(It was quite tricky to get that stuff up... the <FORM> required made the surrounding <FORM>, which was responsible for the layout editor itself, break... in fact, I had to use a technique similar to the one I used for accessing one of the recent admin yourself exploits.
blackhole89

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Posted on 04-08-05 11:54 PM, in SUPER EЯЯOЯ WORLD - Screenshots Link
Heh.

Apparently, ||bass belongs to the part of non-German speaking users who think
blackhole89

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Posted on 04-09-05 12:27 AM, in Computer not starting up Link
Well, I am currently encountering exactly the same problem... except that the subject is a 133 MHz compy with Win98SE on it that is located in the redactional bureau / pac man gaming room of the school newspaper I am working for which was occasionally left switched on (it has passive cooling only) throughout the easter holidays (one and a half week). It starts off as usual, but after the safe mode stuff menu it only displays the 98 boot screen for a while, and reboots right after.

;;;
blackhole89

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Posted on 04-09-05 12:51 AM, in Is it possible to export ASM and import it into another ROM ? Link
Originally posted by Squash Monster
Unless you've got a disassembled and reassemblable version of both games, you're not going to get assembly to port between games.

Not exactly.
It depends on whether your assembly hacks (or whatever you want to port) are bound to game-specific details (like a piece of code which ... lemme think of something ... changes the behaviour of the Fire Flower) or do simple hardware stuff (my CGADSUB-changing hooks for SMW, for instance, would work in LoZ3:ALttP as well).
blackhole89

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Posted on 04-09-05 05:48 PM, in Snes9x Problem Link
Try pressing the '9' button on your keyboard. It seems like you've turned transparency effects off.
blackhole89

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Posted on 04-10-05 10:49 PM, in Music ASM Hack Question Link
I don't think it would be as easy, since you can't make the boot code of the SPC write to hardware registers like the program counter, thus being unable to restore the exact state an SPC dump conserves. Then again, I might be wrong... I never actually thought about that myself, to be honest.
blackhole89

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Posted on 04-11-05 11:51 AM, in importing music in SMW? Link
My new supra 1337 conspirative theory:

FuSoYa is a secret agent for the CIA who just created Lunar Magic for us to use it on the SMW ROM, thus doing something illegal.
One day, we will all be put in jail and Fu will be promoted in his ministry for this great strike against the hacking community.
woo.

</spammode>

And yeah, it is possible to write a new level mapping for SMW, it wouldn't even be all that hard. But neither would LM, in its current state, make any reasonable editing of the affected levels possible, nor do I have enough faith in Atma X's romhacking skills.
blackhole89

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Posted on 04-15-05 05:45 PM, in how can i get world 8 music from smb3 ? Link
Uhm... it would be heavily confusing if Bouche's port wasn't flawless, because that would mean he converted song data from SMAS to the SMW engine's data format, which, as of now, is not possible (at least, we don't know a way to do so).
There are no such things as sound drivers for the SNES. There is a separate processor (the SPC-700) for the sound output stuff, which means the music you hear on the SNES is, in fact, being executed by a separate program.
For the sake of more or less easy handling, most music implementations for the SNES consist out of playback code, sample data and, in most cases, MOD- or even MIDI-like music data, all of which are being uploaded by the game (which runs on the 65c816) into the SPC on runtime.
What Bouche did was "simply" hacking both SMW and the music engine of SMAS so they could work together. What you hear in SMW with SMAS music is neither a port of the original SMAS music, nor is it just close to the original. It basically is the same thing as it is in SMAS, and the only difference between an SPC dump from SMAS and SMW/SMAS is the order the songs are in (and some few bytes with SMW sound effect sample data which SMAS hasn't). In other words, he exchanged SMW's music engine by SMAS's.

@CheesePie, Sawnec/Kario, I partially agree with both of you. Of course it is not nice to flame someone just for asking a thing, even if it is misplaced, and it sucks to call anyone who is against you a newb (which, in hacking-related communities, is considered a heavy offense). On the other hand, it is about time you begin to understand that I won't be able to finish SST up faster even if you mention it in every single thread that has some vague relation to music at it. I, currently, have countless things to do for school and some contests, so I have absolutely no time to work on it. As soon as things allow me to, I will certainly attempt to make a release at last.
blackhole89

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Posted on 04-15-05 06:03 PM, in I Need A (Simple?) Custom Block. Link
I don't see a problem with this.
There's basically three tests it should do:
- Is Mario atop it and standing? -> Solid, or, prevent falling.
- Is Mario climbing? Act like vine.
- Is Mario atop it and ducking? -> Change Mario's state to climbing, add 1 to the Y position.
blackhole89

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Posted on 04-15-05 08:32 PM, in Not really rom hacking but still... Link
Wait... lemme guess... you just used the graphics engine of your Dragon Warrior editor, right? 'cause I find it rather improbable that Cave Story has a similar way of storing level data. w00tness, anyway. I know very well how much work it is to figure out an undocumented level data format, and if you also manage to decode the object thingy stuff, you'll have accomplished great things.

BMF's new post layout made me download and actually play the game (I found it through Google as well), since I thought, "If he does a capital change (besides different colour for that sex change fad) to his post layout the first time after years, there must be a good reason for that. " I am currently stuck at the "Core" room boss. I got him below 20% a couple of times, but then he killed me with evil spheres of light. At certain places in this game, I seriously miss the ability to make savestates

If you want, I could tell you some stuff about the savestate format, because I ocassionally saved a state after getting booster 0.8 (I just wanted to have a look how it works, but then, I went off to eat, and by the time I returned I already forgot and saved immediately afterwards), so I had to hack my way out of that situation (i.e. finding out how storyline counters, items etc. are stored) to undo that step.
blackhole89

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Posted on 04-16-05 01:31 AM, in Not really rom hacking but still... Link
...like, OMFG.

I just have taken a look at the music data... and ... I must say ... I had a terrible feeling of dej
blackhole89

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Posted on 04-16-05 05:00 PM, in importing music in SMW? Link
Originally posted by Tweaker
Originally posted by Atma X
Very good, I want to see more people like yourself. Now, you still have some learning to do,... though it shouldn't take long (I was at you stage of comprehension about this stuff just about 6 months ago,... unless you're futher behind than I think you are.....anyway...).
You will hopefully realize that you don't need any of these other people to tell you the format used for the Snes' Music. The way to understand it, is to think about computer logic intensly, and learn the Instructions of the 65816 Language.
Once you do that, you will be able to figure anything out. It doesn't matter what language you start with, or how many you learn,.. the logic applies to all of them,... getting to know a new language just means learning a new set of instructions.
Now, if you don't want to become a programmer (if you do, it doesn't neccessarily have to be your profession, or your main focus with game hacking), and you want to work with music, then you're going to have to do a lot of guessing to figure it out (which is too much guessing,... guessing is very bad,... you have a hard time finding the result that you are looking for, and guessing requires no thinking,... which is why guessing is bad), or you can have someone tell you.
Now, I can't guarantee you will be able to do it without some programming knowledge, because I remember being told that the Snes' Music is more than just Information being Interpreted as Data, but as well, it is Information that is being Interpreted to perform operations (aka, Interpretation of Instructions). I haven't found out for myself yet, because I haven't looked at any of it yet, but when I do, I'll let you know how it works (unless you decided that you want to do it all on your own).

Be aware that in order to do many things, you're going to need to be a programmer, and someone who understands the Logics of a computer very well (a programmer who doesn't understand the logics [esspecially the core/basic logics], doesn't make an excellent programmer,... or even a good one).

ASM is something I'm still starting to get into... I plan on getting into SNES ASM once I get better with 68K ASM.

When I said music format, I meant the specific format of music setup that SMW uses. I don't plan on making a whole new sound driver... I plan on modifying the old one. If you don't know what I mean by game specific, I would ask you have a look at my Sonic music hacking guide. All my knowledge of this format is all in hex, and I use no ASM at all to port music between games. Sure, ASM may be involved in some of the instructions carried out by flags in the music, but my preferred enviroment is hex.

If you do figure it out, could you give me a byte by byte breakdown of the format of a song? It seems to be exactly what I need to work my magic. =P

Well... to be honest, your post sorta reminds me of orynider... although I'm in no way saying you are as bad as him. It's just that... I don't believe you have any knowledge of how music works on the SNES or the music engine in SMAS is built up. First off, there are no such things as "music drivers" for the SNES.
Second, you don't need any assembly whatsoever for editing N-SPC music.
Third, come down a little. You sound a little bit too sure of yourself to me.

@turtleman, please don't use what we call "AOL speech". It sucks. ("u","ur","y")
You can rip out music from other SPC dumps or ROMs with SST as long as the engine is an N-SPC derivate. This affects the following games I know of (plus some more I don't know of):
- LoZ 3 / ALttP
- SMAS
- Star Fox 1 and 2
- Super Mario RPG (not 100% sure on this one, because the program code part is detected by any N-SPC detection method I know of, yet, I was not able to locate any music data so far)
- Yoshi's Island
- Super Mario Kart
Additionally, I am also working on an import method for the ORG music format Cave Story uses (http://board.acmlm.org/thread.php?id=11448&page=0#226267) (Yes, it is possible to do a 1:1 conversion to N-SPC in most cases, in the remaining ones, you might have to sacrifice some drum tracks).

@Tweaker again, I also would like to remind you that music on the SNES works in an entirely different way than it does on SMS, NES and whatever oldschool consoles with cellphone ringtone processors there are. In fact, it doesn't even have much to do with the 65c816, since there is a separate audio processor with 64KB of RAM - the sony SPC-700 - which controls a DSP chip.

@Master M, I don't think you are catchy.

@Darkflight, and everyone who is interested in these "Unused" song number slots in LM: They mean perfectly nothing. The fact that you can send 0xFF different song numbers to the SPC does not mean there is actually any free space in the SPC RAM for 0xFF songs (there is some, but it's not much). The two song banks in SMAS are about 13 KB and about 7 KB in size, and I have found a method to add a new song bank, which enables you to add a virtually unlimited amount of music to SMW/SMAS. The only problem about that is that you need a heavy amount of asm hacking to make it actually accessible for levels, since they only load song bank 0 by default.
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